View Issue Details

IDProjectCategoryLast Update
0006654Valley 1Bug - AVWW MultiplayerMar 25, 2012 12:30 pm
ReporterMaxAstro Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version0.905 
Fixed in Version0.913 
Summary0006654: Skelebot Guards Invinicibilty Issues
DescriptionA couple things. Firstly, a general annoyance: A skelebot guard at the edge of a raised area with a ceiling only as high as the guard is tall is almost impossible to kill. This is especially notable in the intro mission. Once he sets in place, his knockback makes him pretty much unassailable and the low ceiling prevents you from going around. Especially frustrating when you can set a platform right in front of him and shoot him and he doesn't die; I had to literally continually walk into him and take damage to hurt him.

On to the actual bug: When a skelebot guard decides which PC is its "target", that PC is the one it uses to decide when to go invincible. So if I am on the same level as the guard but the other player is well above him, he will go invincible - at one point he went invincible but continued chasing me! This can also happen if the guards take up the dreaded "tower of death" attack formation - one guard stacked on top of the other. The guard on top will stay invincible but can be "carried" around by the guard he is standing on. Almost awesome enough that it should be an intentional behavior, but horribly deadly.

I also feel the guards really REALLY should not be able to keep attacking and stay invincible. At the very least they should lose invincibility for a duration after they attack.

Oh! Almost forgot. In the intro mission, there is a room with a red slime blocking a veeeery long tunnel to the right. Traditionally this tunnel is full of an army of skelebots. For us, however, the skelebots spawned all directly on top of eachother in the far right of the hall, stuck in place and hilariously easy to kill.
TagsNo tags attached.
Internal WeightFix Before Major Release

Activities

KDR_11k

Mar 16, 2012 1:08 pm

reporter   ~0020905

Also when a guard approaches one of those vertical ladder shafts that are common in maze and evil rooms it will cover half of the shaft while standing invincibly. If you're lucky with the room layout you can bait him away from there and just RACE to the shaft, hoping you get through before he closes it again but there's no guarantee that the room will allow this.

They should probably have a delay to changing into the guard stance as well, kinda silly that they go invincible for a moment when you jump over them.

khadgar

Mar 16, 2012 2:19 pm

reporter   ~0020911

You should probably log separate issues in separate reports. It lets the developers mark each item separately as fixed, in progress, considering, etc.

I agree that skelebot guards should temporarily drop invincibility while attacking.

MaxAstro

Mar 16, 2012 2:26 pm

reporter   ~0020913

As see this as one overarcing issue, namely as currently implemented the skelebot invincibility mechanic is frankly stupid; I feel the mechanic as a whole needs to be changed, hence the single issue. Don't get me wrong - I like the idea that skelebots can sit down and do this whole "you shall not pass" thing. I just think some serious limiters need to be put in on when and where they can do that. Not being able to shoot them while airborne (or while they've knocked you into the air because of their attacks) is frustrating.

But I did consider splitting it into several issues each to address the individual points; I decided it would be kinda like spamming the Mantis list, though. :)

Chris_McElligottPark

Mar 17, 2012 11:39 am

administrator   ~0020941

* Skelebot Guards no longer go invincible when there is not enough room above them for you to jump over them, or when they are in midair.

Chris_McElligottPark

Mar 17, 2012 11:48 am

administrator   ~0020942

If you wind up seeing any skelebot guards running while invincible in MP, let me know -- that's the only potential remaining bug that should be here as of 0.907, I think.

Toll

Mar 18, 2012 3:39 am

reporter   ~0020965

I've managed to reproduce the "running while invincible" skelebot guard by jumping over him. When you're right above him, he'll stop running and turn invincible. When I'm past him, he'll charge after me while remaining invincible.

Chris_McElligottPark

Mar 18, 2012 9:06 am

administrator   ~0020969

In mp?

Toll

Mar 18, 2012 3:01 pm

reporter   ~0020990

Yeah, that was in MP.

Chris_McElligottPark

Mar 18, 2012 3:19 pm

administrator   ~0020991

Okay, I think I know what that is. Most likely that is also a problem for player invincibility in MP, so I'll have to do something that fixes both.

Chris_McElligottPark

Mar 22, 2012 5:05 pm

administrator   ~0021171

Thanks! Keith got this one:

* MP: fixed a bug where skelebots were not properly losing their invincibility when they moved because they were trying to use logic that only works (in MP) for player entities.

Penumbra

Mar 24, 2012 12:50 pm

reporter   ~0021228

In the latest version, in single player, none of the skelebot guards are going invicible at all. They still walk up to an edge and cross their arms, but no lightning and they still take full damage.

Penumbra

Mar 24, 2012 2:45 pm

reporter   ~0021233

This happens in buildings for me. The skeletons that were outside turned invincible correctly.

Toll

Mar 24, 2012 2:51 pm

reporter   ~0021234

The one thing that springs to mind is the headroom. They'll only become invincible now (since last version, I think, or the one before) if there's enough room above them for you to jump, to prevent them from becoming concrete blocks.

Penumbra

Mar 24, 2012 2:55 pm

reporter   ~0021235

Ah right! That's it. Maybe they should run away in that situation?

Chris_McElligottPark

Mar 25, 2012 12:11 pm

administrator   ~0021310

* Skelebot Guards are now Skelebot Grunts, and no longer have that "become-invincible" behavior. While that was fun in theory, it was not terribly fun in practice.

TechSY730

Mar 25, 2012 12:29 pm

reporter   ~0021312

Last edited: Mar 25, 2012 12:30 pm

Yea, the thing with invincibility mechanics is that any sort of bug or oversight with them can easily completely break battles where the mechanic comes into play. As such, IMO, as a good maintainability principle, invincibility mechanics should be handed out conservatively and judiciously. Giving them to a basic, "near bottom tier" enemy type is most certainly not being conservative with it.

Chris_McElligottPark

Mar 25, 2012 12:30 pm

administrator   ~0021313

Yep. I imagine some boss modifiers will add that functionality back in for some advanced bosses, but it needs to be done conservatively and much later in the game than the intro mission, as you say.

Issue History

Date Modified Username Field Change
Mar 16, 2012 1:54 am MaxAstro New Issue
Mar 16, 2012 1:08 pm KDR_11k Note Added: 0020905
Mar 16, 2012 2:19 pm khadgar Note Added: 0020911
Mar 16, 2012 2:22 pm tigersfan Internal Weight => Fix Before Major Release
Mar 16, 2012 2:22 pm tigersfan Assigned To => keith.lamothe
Mar 16, 2012 2:22 pm tigersfan Status new => assigned
Mar 16, 2012 2:26 pm MaxAstro Note Added: 0020913
Mar 17, 2012 11:39 am Chris_McElligottPark Note Added: 0020941
Mar 17, 2012 11:48 am Chris_McElligottPark Note Added: 0020942
Mar 17, 2012 11:48 am Chris_McElligottPark Assigned To keith.lamothe => Chris_McElligottPark
Mar 17, 2012 11:48 am Chris_McElligottPark Status assigned => feedback
Mar 18, 2012 3:39 am Toll Note Added: 0020965
Mar 18, 2012 9:06 am Chris_McElligottPark Note Added: 0020969
Mar 18, 2012 3:01 pm Toll Note Added: 0020990
Mar 18, 2012 3:19 pm Chris_McElligottPark Note Added: 0020991
Mar 22, 2012 5:05 pm Chris_McElligottPark Note Added: 0021171
Mar 22, 2012 5:05 pm Chris_McElligottPark Status feedback => resolved
Mar 22, 2012 5:05 pm Chris_McElligottPark Fixed in Version => 0.913
Mar 22, 2012 5:05 pm Chris_McElligottPark Resolution open => fixed
Mar 22, 2012 5:05 pm Chris_McElligottPark Assigned To Chris_McElligottPark => keith.lamothe
Mar 24, 2012 12:50 pm Penumbra Note Added: 0021228
Mar 24, 2012 2:45 pm Penumbra Note Added: 0021233
Mar 24, 2012 2:51 pm Toll Note Added: 0021234
Mar 24, 2012 2:55 pm Penumbra Note Added: 0021235
Mar 25, 2012 12:11 pm Chris_McElligottPark Note Added: 0021310
Mar 25, 2012 12:29 pm TechSY730 Note Added: 0021312
Mar 25, 2012 12:30 pm TechSY730 Note Edited: 0021312
Mar 25, 2012 12:30 pm Chris_McElligottPark Note Added: 0021313